TOCA Race Driver 3 Challenge Review
Take the race line for a walk.
Version tested: PSP
Post-publication shouting: Attention! Sumo Digital made this game! We forgot to put that the first time! This is quite surprising as they also ported OutRun 2 and did OutRun 2006, which we usually mention at least once a day! Exclamation exclamation oneoneshift normal service resumes.
Wacky game features are always the best. You know what TOCA was clearly missing? An option to turn the screen upside down. This lets you use the analogue nub for acceleration and braking, while the PSP's face buttons act as a d-pad. This, I'm reliably informed, is how "the hardcore" play. It is, as Kieron would probably point out, "very emo".
It's also symptomatic of TOCA Race Driver 3's devotion to its new home. There's no shortage of viewpoints to opt for (bumper, bonnet, in-car, third-person), there's a rare outing for the game-sharing option (we'd forgotten how to use it, it's been so long), there's replay-saving and even custom soundtrack support. Nice work, Codemasters.
Of course, some of that was there in the last handheld TOCA. New to the PSP's confusingly named second outing - and responsible for its longer title - is the World Challenge mode, which throws you onto tracks in various bits of the world with specific objectives, the idea being to develop your skills before it plunges you into qualifying and Grand Prix. This does mean that your traditional dour Scottish mechanic is absent, but it (and indeed that) is not entirely without merit.
The difficulty of picking up TOCA's handling isn't sufficient to warrant quite so many skill-building tasks, but the decision to chunkify the game does help you to learn the track layouts (crucial during races, obviously), and more pointedly aims to school you about racing lines, braking distances and so on. Advanced stuff, you might say.

All the screen furniture is optional, and can be modified. TOCA loves it some customisation.
The best examples of this are fun rather than simply educational. One recurring task involves snaking through cone gates before your time is up, and it's hard to resist the temptation to repeat this until you've claimed the gold medal. Project Gotham Racing fans will certainly understand. Keeping up your average speed over two laps is similarly engrossing. Meanwhile, "No Damage" is about trying to win a race without simply bullying other cars out of the way by messing up your paintwork.
But while these work and the "Challenge" theory is certainly sound, other areas fall down for the same reasons that everyone slags off Gran Turismo's licence tests. Braking challenges are tedious affairs - it's hard to sell the fun of driving by focusing on the bits where you don't drive, after all. This is particularly apparent when the task involves trying to park a car you've never encountered before on a series of distant squares that, at the point you need to start slowing down, are sometimes only visible on the mini-map. All this is done against the clock, too.
Elsewhere, "Drive the Line" ought to be more helpful, illustrating the optimal route around complex circuits, but in practice it's a constant battle to remain within the narrow confines of the line indicator on the track. If you stray too far to one side your success percentage starts to dip, and you're often so preoccupied with this that you fly uncontrollably into corners, all of which somewhat negates the point of the exercise. I suppose it teaches you about when to expect the meanest corners, but not exactly via the medium of fun.

The mini-map's detailed and useful.
Fortunately the qualifying laps and GP races are much more entertaining, largely because the handling is up to TOCA's usual standard and the choice of tracks is brilliant. Nurburgring's F1 circuit, Silverstone, Brands Hatch, Hockenheim, Leguna Seca - and there are meaner ones in there with all the poster-children, too. You should tour through 36 in total. Car-wise, things aren't quite as distinct from race to race as I remember in the PS2 version, but there's little arguing with the core handling, which screeches around corners in that satisfying middle ground between Hollywood simplicity and brain-deading realism.
All of this is brought to surprisingly vivid life, too, by a handheld game engine that improves on its direct predecessor. TRD3 Challenge manages impressive draw distances and detail levels. You wouldn't mistake its trees and hoardings for the real thing, but their volume provides a nice backdrop to the tarmac your eyes are focusing on, which itself is handsomely bitty. As for car models, texture detail pops in a bit late here and there, but when you're racing off in a pack of 20 cars you can't complain.
Sadly, the price of all this luxury is a frame rate that starts off acceptably but often brakes too late, so to speak. Certainly in a packed field you'll notice a distinct loss of smoothness, but in fairness to the game you'll put a high enough value on the draw distance to justify it, and it doesn't ever become something that puts you off actually playing. Just something to beware of, like.

And don't be worried by the screenshots - it's not all shot from the front.
What does get in the way though is the difficulty, but perhaps not in the sense you're expecting. Despite TOCA's relatively fierce reputation among its hybrid racer friends, I was able to waltz untrained and unhindered through the first three tiers of the Challenge mode without needing to use the (impressively instantaneous) restart option on more than a couple of occasions. If you can handle the idea of having to brake heavily before entering a corner, and avoid handling the accelerator button with a sledgehammer, you should find yourself in a similar situation.
Target times are forgiving enough that you can afford to spin off the track in a couple of places and still finish in first place, and the damage system - for all its blinking indicators on the speedometer - doesn't seem to cost you much performance until the wheels actually fall off. Being able to ride over S-bends and nudge people off corners to claim victory doesn't inspire proper driving either. With the exception of the "No Damage" races, aggression is encouraged - an annoying side effect of which is that the tougher examples of that task end up as difficulty spikes.
It wasn't until the "Hard" and "Master" tiers that they really skewered anything, though. Up to that stage, the AI hadn't given much indication of its talents either. Often filing quietly along the racing line, and annoyingly capable of swerving into you on the starting line, oddly, it's otherwise quite robust - and knows how to take a decent amount of speed out of corners, catching you without cheating.

The gizmos on the speedo indicate which bit of your car took a beating in your last hit and run.
But unless you're playing with Manual Transmission (or perhaps flipping the screen) to up the ante, it's too many hours until that starts to push you. The rigid structure also feels like a step backward, limiting your options should you come up against something you can't beat, while the inconsistent quality of the challenge tasks means there are only a few you'll bother to pursue to gold-medal standard if you don't get there first time. Put that way, it's hard to recommend this over any of its particularly fine PSP contemporaries. OutRun 2006 may be completely different, for example, but it's more expansive and moreish in the medal-hunting department.
Still, that game-sharing option should have potential. It's home to some neat touches too - pause the game, and your car keeps on moving around the course at reduced speed, as though it's following a pace car. But we'd argue that only offering one track, coupled with the slightly silly load times and convoluted set-up limit its appeal. 12-player is available if you have multiple copies of the game, but if you're part of a group that devoted to racing games then you can probably just play the PS2 or Xbox version instead. And have done.
For all this nitpicking though, TRD3 Challenge is still enjoyable, technically impressive, and attentive to the needs of its fans. The decision to adopt a "partner product" approach ought to be applauded, since it instantly raises the game's appeal among people who quite fancy a bit of TOCA on the go and have already spent money on it. People in that category with a fondness for time trials and free races will certainly find it fills a gap. And, if you can put up with some inconsistencies and a bit of axel-grind before you hit the meaty stuff, there's no reason why you won't feel that way too.
7 / 10
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Comments (29) Latest comment 2 years ago
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No.
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No, that was the first TOCA for PSP released in the US, based largely on TRD2.
This game is much closer to TRD3.
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Pretty fair review, a few comments mind. Difficulty wise, we intentionally start of easy, it's due to the criticism last time that it was too hard. Hence the different cups, you can go through the game just scoring bronze, but the Gold is there for if you want a decent difficult challenge. You get some extra content for doing the Golds too, so it's worthwhile.
Also on the GameShare - there should be more than 1 car and track combo, off the top of my head there are 5 different cars each with their own selection of tracks. We had to limit the selection as some tracks are too big to send - but you should have a bit of choice in there.
For multi-disk UMD multiplayer, you do need to play through World Tour to unlock more cars and tracks (which you get for scoring over bronze) so that may be why you only are seeing the one track to start?
You could have mentioned the Custom Soundtracks play MP3's without any conversion too
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S0L
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Nice to see a developer chiming in after a review like this without being too agressive and actually adding relevant information to the review.
As a lover of racing games the idea of acceleration and breaking using the analogue means this will get purchased. I love driving with my arse hanging out which really does need analogue for acceleration more than steering.
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Now, a little question... what are the chances of us seeing an online playable Daytona 2007 on PSP & Xbox 360?
Ta.
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No! This is because I only saw it the once, when I first loaded it up, and all other sessions were kicked off from standby. Something to consider for the future: make your games crash more so I see the logo more often! I have updated the review. All better?
"You could have mentioned the Custom Soundtracks play MP3's without any conversion too"
Tsk! MP3s are ILLEGAL, Mr Sumo man!
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I'd been considering ToCA 2 for a while now, but might well go for this version instead.
EDIT: I really should remember to refresh the page before commenting next time!
Damn you Mugwum!
*shakes fist*
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Actually it wasn't the same at all. It had a world mode or something which was much better in fact.
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MP3's can be legalled obtained you know, well at least that's what I'm reliably informed!
On the other abundant questions...
1. Port, port, port, thats all you guys do!
If there is one thing we get told over and over and over, it's this. We have and are working on original games, some are out (Broken Sword 4, Go! Sudoku) whilst others are in the pipeline. I'd argue that whilst we can be accused of mostly converting other peoples IP, we generally go the distance and try and add something special to it.
2. When are you going to convert Daytona Galaxy Turbo Outrun Drift Burner.
We do suggest projects to Sega (and other publishers!) all the time, including looking at their back catalogue. Bear in mind though, they're very much the Daddies, and so we basically got told what to do. Believe me, I'd be working on a Next Gen Super Hang On right now if I had the choice. Well that or F-Zero DS.
3. Toca Race Driver 2 vs Toca Race Driver 2006 vs Toca Race Driver 3 Challenge
RD2 was Europe only, and a pretty much direct PS2 to PSP conversion.
RD2006 was US only, had all the stuff from RD2 and added an extra championship, GameShare and extra cars and tracks.
RD3 Challenge is different again, it also has the GameShare, new cars and tracks taken from the console versions of the game, but with a design specifically done for PSP.
So yeah, not the same game. I think that's what I am getting at...
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You guys do great work, it's much appreciated by us all.
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Is Spa Francorchamps included?
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Should be a demo going up on YourPSP today.
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Demo link here:
[link url=https://download.eu.playsta tion.com/shop/catalogue.htm?locale=en_GB#unit_id=psp_sumodig ital_racedriver_game_tocaracedriver3challengedemo&state=fd a>
]https://d ownload.eu.playstation.com/shop...[/link]
Note the demo takes up about 22MB on the Memory Stick, and you will need to be on Firmware 3.10 to use the demo.
It has 3 cars, 2 track and 3 different events to play. All the demo events are different from the full games too, so if you do decide to get the game, it'll all be fresh to you
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Played your Broken Sword 4 Game on PeeZee. Never got such a lousy Performance in an Adventure as in here. Im getting abot 20 fps average out of Halflife2, a shooter with many Enemies and AI, which this Game dont have, and im getting about 6to10 fps in an Adventure. WTF!?! My Comp is a 1.3 Ghz Radeon9500p 512MB but this is no Excuse for an Adventure Game. And im playing only in 800.
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The great thing about PC's - is that there could be any one of a number of reasons why you're having issues. Specwise, it looks fine, although the processor is below the 1.4Ghz, recommended on the box, but lets have think about obvious stuff.
1 - Get the Broken Sword 4 patch here - [link url=h ttp://cms.motioncast.co.uk/demos/BSAODPatch1_1.zip
]http://cm s.motioncast.co.uk/demos/BSAODP...[/link]
This fixed a couple of performance issues with certain hardware combo's, so is the most likely place to start.
2 - Check your drivers
You sound fairly savvy, so I doubt it is this, but make sure you're up to date with your drivers for your Radeon, sound hardware etc. Also make sure you are up to date with DirectX, I think it needs DirectX 9.0c at least.
See how that goes. Chances are something in the above will sort you out!
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The game is more video card intensive, so as you say, the 100MHz shouldn't make too much of a difference, but at first glance, that's all I could see that was below the requirements. Bear in mind I wasn't part of the Broken Sword 4 team, and so I was going on previous PC experiences...
I suggest the best thing to do is drop THQ support a mail, they've been looking after the game and will likely know any common issues with hardware that can cause a dip in performance. If they don't know the answer they'll pass it directly on to us to investigate. Link is here: [link url=http://www.thq.de/html_repository/support_general.php ]http://ww w.thq.de/html_repository/suppor...[/link]
I'm sorry you've not had much fun with the game, and I can appreciate how frustrating that can be. Hopefully we can get this sorted out for you.
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2gb model still €279.99
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Anyone help pls!